Dwarves
Tier 1 (Levels 1-4) Dwarves
-
Dwarf Warrior
- CR 1/2 Medium humanoid (dwarf), lawful good Armor Class 16 (scale mail, shield) Hit Points 26 (4d8 + 8) Speed 25 ft.
- STR 14 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 1/2 (100 XP) Proficiency Bonus +2
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Shield Barrier. For each ally that is within 5 feet of the dwarf that has a shield, the dwarf gains a +1 bonus to its AC. The bonus is cumulative with multiple allies and has a maximum of +3. The dwarf must be wielding a shield to gain this benefit.
- Actions Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Handaxe. Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
-
Dwarf Scout
- CR 1 Medium humanoid (dwarf), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 25 ft.
- STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
- Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarvish, plus any one additional language Challenge 1 (200 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against being charmed, and magic can't put the dwarf to sleep.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Cunning Action. On each of its turns, the dwarf can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The dwarf deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dwarf that isn't incapacitated and the dwarf doesn't have disadvantage on the attack roll.
- Actions Multiattack. The dwarf makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
-
Dwarf Berserker
- CR 2 Medium humanoid (dwarf), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 25 ft.
- STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
- Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 2 (450 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Reckless. At the start of its turn, the dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
- Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
-
Dwarf Priest
- CR 2 Medium humanoid (dwarf), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft.
- STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
- Skills Medicine +7, Persuasion +3, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish, plus any one additional language Challenge 2 (450 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st. - Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). The priest has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
- Actions
Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8) bludgeoning damage.
-
Dwarf Knight
- CR 3 Medium humanoid (dwarf), any alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 25 ft.
- STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 3 (700 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Brave. The dwarf has advantage on saving throws against being frightened.
- Shield Barrier. For each ally that is within 5 feet of the dwarf that has a shield, the dwarf gains a +1 bonus to its AC. The bonus is cumulative with multiple allies and has a maximum of +3. The dwarf must be wielding a shield to gain this benefit.
- Actions Multiattack. The dwarf makes two melee attacks.
- Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the dwarf can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dwarf. A creature can benefit from only one Leadership die at a time. This effect ends if the dwarf is incapacitated.
- Reactions Parry. The dwarf adds 2 to its AC against one melee attack that would hit it. To do so, the dwarf must see the attacker and be wielding a melee weapon.
-
Dwarf Veteran
- CR 3 Medium humanoid (dwarf), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 25 ft.
- STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Skills Athletics +5, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish Challenge 3 (700 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Actions Multiattack. The dwarf makes two warhammer attacks. If it has a handaxe drawn, it can also make a handaxe attack.
- Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
- Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Tier 2 (Levels 5-10) Dwarves
-
Dwarf Elite Warrior
- CR 5 Medium humanoid (dwarf), lawful good Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 25 ft.
- STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
- Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish Challenge 5 (1800 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Shield Barrier. For each ally that is within 5 feet of the dwarf that has a shield, the dwarf gains a +1 bonus to its AC. The bonus is cumulative with multiple allies and has a maximum of +3. The dwarf must be wielding a shield to gain this benefit.
- Actions Multiattack. The dwarf makes two battleaxe attacks.
- Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands.
- Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Reactions Parry. The dwarf adds 3 to its AC against one melee attack that would hit it. To do so, the dwarf must see the attacker and be wielding a melee weapon.
Gnome Mage (Represented by a Gnome, for cultural flavor)
- CR 6 Small humanoid (gnome), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 25 ft.
- STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
- Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses darkvision 120 ft., passive Perception 11 Languages Common, Gnomish, Dwarvish, plus any three additional languages Challenge 6 (2300 XP)
- Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
- Spellcasting. The gnome is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The gnome has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
- Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
-
Dwarf Assassin
- CR 8 Medium humanoid (dwarf), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 25 ft.
- STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
- Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish, Thieves' cant plus any two languages Challenge 8 (3900 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Assassinate. During its first turn, the dwarf has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the dwarf scores against a surprised creature is a critical hit.
- Evasion. If the dwarf is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dwarf instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Sneak Attack. Once per turn, the dwarf deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dwarf that isn't incapacitated and the dwarf doesn't have disadvantage on the attack roll.
- Actions Multiattack. The dwarf makes two shortswords attacks.
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
-
Dwarf High Priest/Priestess
- CR 8 Medium humanoid (dwarf), lawful good Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 25 ft.
- STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)
- Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +4, Stealth +5 Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarvish, plus any one additional language Challenge 8 (3900 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st. - Spellcasting. The priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared:
- Cantrips (at will): guidance, sacred flame, resistance, spare the dying, thaumaturgy
- 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
- 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
- 3rd level (3 slots): conjure animals (elementals of earth/metal), dispel magic
- 4th level (3 slots): divination, freedom of movement
- 5th level (2 slots): flame strike, mass cure wounds
- Actions Multiattack. The dwarf makes two warhammer attacks.
- Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage plus 17 (5d6) radiant damage.
-
Dwarf Champion/Lord
- CR 8 Medium humanoid (dwarf), lawful good Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 25 ft.
- STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
- Saving Throws Con +5, Int +5, Wis +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish Challenge 8 (3900 XP)
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Innate Spellcasting (Psionics). The dwarf's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- At will: mage hand (the hand is invisible)
- 3/day each: jump, misty step, nondetection (self only), tongues
- 1/day each: plane shift, telekinesis
- Actions Multiattack. The dwarf makes two warhammer attacks.
- Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. (Adjusted from greatsword to fit dwarf theme)
Tier 3 (Levels 11-16) Dwarves
-
Dwarf War Priest
- CR 9 Medium Humanoid (Dwarf, Cleric), any alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 25 ft.
- STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
- Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish Challenge 9 (5000 XP) Proficiency Bonus +4
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Shield Barrier. For each ally that is within 5 feet of the dwarf that has a shield, the dwarf gains a +1 bonus to its AC. The bonus is cumulative with multiple allies and has a maximum of +3. The dwarf must be wielding a shield to gain this benefit.
- Actions Multiattack. The war priest makes two Warhammer attacks, and it uses Holy Fire.
- Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage plus 10 (3d6) radiant damage.
- Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded.
- Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
- At will: light, spare the dying, thaumaturgy
- 1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify
- Bonus actions Healing Light (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
-
Dwarf Shadowshield
- CR 11 Medium Humanoid (Dwarf), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 25 ft.
- STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
- Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarvish Challenge 11 (7200 XP) Proficiency Bonus +4
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Devil's Sight (Optional). Magical darkness doesn't impede the dwarf's darkvision.
- Actions Multiattack. The dwarf makes three Battleaxe attacks.
- Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
- Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
- Spellcasting. The dwarf casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
- At will: minor illusion
- 1/day each: darkness, disguise self
- Bonus actions Shadow Step. When in dim light or darkness, the dwarf can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Gnome Arch-Mage (Represented by a Gnome, for cultural flavor)
- CR 12 Medium humanoid (gnome), any alignment Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed 25 ft.
- STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
- Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Senses darkvision 120 ft., passive Perception 12 Languages Common, Gnomish, Dwarvish, plus any five additional languages Challenge 12 (8400 XP)
- Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
- Magic Resistance. The gnome has advantage on saving throws against spells and other magical effects.
- Spellcasting. The gnome is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The gnome can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell,
fireball, fly - 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank*
- 9th level (1 slot): time stop
- * The
gnome casts these spells on itself before combat.
- Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
-
Dwarf Inquisitor
- CR 14 Medium Humanoid (Cleric, Dwarf), typically Lawful Good Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 25 ft.
- STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
- Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Senses darkvision 60 ft., passive Perception 20 Languages Common, Dwarvish Challenge 14 (11500 XP) Proficiency Bonus +5
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Discern Lie. The inquisitor knows when a creature speaks a lie.
- Actions Multiattack. The inquisitor makes two Death Hammer attacks.
- Death Hammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, flame strike, geas
- 6th level (1 slot): harm
- 7th level (1 slot): divine word
- 8th level (1 slot): holy aura
- 9th level (1 slot): gate
- Bonus actions Spectral Hammer (Recharges after a Short or Long Rest). The inquisitor conjures a spectral hammer in its hand. For 1 minute, this hammer counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the hammer, it can choose to add 3d6 necrotic damage to the hit.
Tier 4 (Levels 17-20) Dwarves
-
Gnome Grand Consort (Represented by a Gnome, for cultural flavor)
- CR 18 Medium Humanoid (Gnome, Wizard), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 25 ft.
- STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
- Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 120 ft., passive Perception 18 Languages Common, Gnomish, Dwarvish, plus any two additional languages Challenge 18 (20000 XP) Proficiency Bonus +6
- Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
- Actions Multiattack. The gnome makes two Dagger attacks and uses Arcane Eruption.
- Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) piercing damage plus 7 (2d6) poison damage.
- Arcane Eruption (Recharge 5–6). The gnome creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
- Spellcasting. The gnome is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The gnome has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, magic missile, shield, thunderwave
- 2nd level (3 slots): hold person, misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm, wall of fire
- 5th level (3 slots): cloudkill, cone of cold, dominate person
- 6th level (1 slot): chain lightning, globe of invulnerability
- 7th level (1 slot): finger of death, teleport
- 8th level (1 slot): feeblemind, mind blank
- 9th level (1 slot): meteor swarm
- Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the gnome, the gnome can use its reaction to impose disadvantage on the attack roll.
-
Dwarf High King/Queen
- CR 20 Medium Humanoid (Cleric, Dwarf), typically Lawful Good Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 25 ft.
- STR 22 (+6) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
- Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Senses darkvision 60 ft., passive Perception 21 Languages Common, Dwarvish, plus any two additional languages Challenge 20 (25000 XP) Proficiency Bonus +6
- Dwarven Resilience. The dwarf has advantage on saving throws against poison.
- Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.
- Special Equipment. The high king/queen wields a Magic Warhammer and a Shield of the Ancestors.
- Actions Multiattack. The high king/queen makes two attacks with its Magic Warhammer or uses Hammer of Justice. It can also use Divine Flame.
- Magic Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
- Hammer of Justice (Bonus Action). The high king/queen brings its hammer down. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
- Divine Flame (2/Day). The high king/queen targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire or radiant damage on a failed save, or half as much damage on a successful one.
- Spellcasting. The high king/queen is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The high king/queen has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bless, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, flame strike, geas
- 6th level (1 slot): harm, planar ally
- 7th level (1 slot): divine word, resurrection
- 8th level (1 slot): holy aura, earthquake
- 9th level (1 slot): gate, true resurrection
- Bonus actions Ancestral Guidance (Recharge 4-6). The high king/queen can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the high king/queen's next turn.
- Summon Royal Guard (1/Day). The high king/queen magically summons 1d4 + 1 Dwarf Veterans or 1 Dwarf Knight. The summoned creatures appear in unoccupied spaces within 60 feet of the high king/queen, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
- Legendary actions The high king/queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The high king/queen regains spent legendary actions at the start of its turn.
- Command Ally. The high king/queen targets one ally it can see within 30 feet of it. If the target can hear and understand the high king/queen, it can use its reaction to make one weapon attack.
- Hammer Attack. The high king/queen makes one Magic Warhammer attack.
- Cast a Spell (Costs 2 Actions). The high king/queen casts a spell from its list, using a spell slot.